DayZ
Admirals Cybernetic Mod
Affichage des entrées 1-10 sur 20
< 1  2 >
Mis à jour le : 25 oct. à 11h40

Added timestamps to various logs
Fixed Cores not swapping correctly

Mis à jour le : 4 oct. à 12h08

Fixed issue of cyborgs returning foot bleeding
Fixed cyborg error for core transfer
Fixed Log spam on low energy

Mis à jour le : 1 oct. à 10h30

Added NULL SteamID protection to Cybernetic JSON
Added scrap repair cost to using cyber bench
Added separate class for cyber scrap to stop overlap with scrapper mod
Added recipe for converting scrap between cybernetic and scrapper scrap + screwdriver

Changed removed cyber bench slots now uses player inventory does not account for item in hands
Changed cyber bench GUI overhaul
Changed moved some cybernetic checks to itembase
Changed cyber bench now requires scrap to repair cybernetics
Changed combat mode and scout vision buttons now have dedicated keybinds
Changed scout NVG now works with NVG mod

Fixed Cybernetics could be overwritten in cyber bench
Fixed Cybernetic magslot not taking mags
Fixed Cybernetics giving cuts when wearing ruined clothing

Mis à jour le : 30 aout à 11h49

Changed Cyber slots for offhand mod

Mis à jour le : 26 juil. à 13h12

fixed some external mod dependancys
Fixed floating textures on benches

Mis à jour le : 9 juin à 11h38

Removed incorrect action that required mutant mod

Mis à jour le : 3 juin à 13h40

Mis à jour le : 11 mai à 11h53

Fixed Cybernetics not drawing power on use

Mis à jour le : 20 avr. à 12h14

Fixed cyber scout arms not being able to unlock/lock doors
Fixed cyber bench closing out early/not powering

Mis à jour le : 31 mars à 11h58